Camelot Unchained shares updates on Cait Sith, mage mechanics, global servers, and coastal areas

    
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If that headline reads a bit like a cornucopia, that’s because it’s September and I’m ready for all the good autumn things. It’s also because Camelot Unchained has been busy putting together a wide variety of updates to the developing MMORPG, naturally; I just wanted to beam happily at the fall season.

The August Top Ten-ish, which went out a little sooner than it was meant to before, showcases work on Linux backend matters; changes to melee combat that break up the melee tree into weapon and style types; adjustments to crowd control immunity that break it up into their own individual buckets (knockback, slow, and silence); and setting up of worldwide servers, with one test running the game from a server in Singapore reportedly going “as smooth as silk.”

Meanwhile the game’s latest newsletter offers another round of deep-dives, with looks at the Cait Sith and Hamadryad races, some shots from the Coastal Lowlands region, and a full rundown of how mage characters in CU will operate, from how their spells work to their melee combat to changes coming for each type of mage.

MMORPG veterans will know that Camelot Unchained, which was originally Kickstarted in 2013, has taken flak over the years thanks to delays, the founding of a second studio, the announcement of a second game using CU’s custom-built engine, and delayed refunds. The game entered its “beta one” phase back in 2018, with tests capable of putting 3000 humans and bots on the battlefield simultaneously. As of 2021, the studio says it is still paying refunds and is still working on both games, though it did not follow through on interviews with press.
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